import pygame
import random

#全局常量定义
SCREEN_RECT = pygame.Rect(0,0,480,700)
FRAME_INTERVAL =10

HERO_BOMB_COUNT =3
#英雄默认初始位置
HERO_DEFAULT_MID_BOTTOM = (SCREEN_RECT.centerx,SCREEN_RECT.bottom -90)

HERO_DEAD_EVENT = pygame.USEREVENT
HERO_POWER_OFF_EVENT = pygame.USEREVENT +1
HERO_FIRE_EVENT = pygame.USEREVENT + 2

THROW_SUPPLY_EVENT = pygame.USEREVENT + 3
BULLET_ENHANCED_OFF_EVENT =pygame.USEREVENT + 4

class GameSprite(pygame.sprite.Sprite):
    """游戏精灵类"""
    res_path = "./res/images/"
    def __init__(self,image_name,speed,*groups):
        """构造方法
        :param image_name:要加载的图片文件名
        :param speed:移动速度,0表示静止
        :param groups:要添加到的精灵组,不传则不添加
        """
        #调用父类方法实现精灵的创建
        super().__init__(*groups)
        self.image = pygame.image.load(self.res_path + image_name)
        self.rect = self.image.get_rect()
        self.speed = speed
        #图像遮罩，可以提高碰撞检测的执行性能
        self.mask = pygame.mask.from_surface(self.image)

    def update(self,*args):
        """更新精灵的位置，默认在垂直上方移动"""
        self.rect.y += self.speed

class Background(GameSprite):
    """背景精灵"""
    def __init__(self,is_alt,*groups):
        #调用父类方法实现精灵的创建
        super().__init__("background.png",1,*groups)
        #判断是否是另1个精灵，如果是，需要设置初始位置
        if is_alt:
            self.rect.y = -self.rect.h
        
    def update(self,*args):
        
        super().update(*args)

        if self.rect.y >= self.rect.h:
            self.rect.y = -self.rect.h

class StatusButton(GameSprite):
    """状态按钮类"""
    def __init__(self,image_names,*groups):
        """构造方法
        :param image_name:要加载的图像名称列表
        :param groups:要添加到的精灵组
        """
        #调用父类方法实现精灵的创建
        super().__init__(image_names[0],0,*groups)
        #加载图像
        self.images = [pygame.image.load(self.res_path + name) for name in image_names]

    def switch_status(self,is_pause):
        """切换状态
        :param is_pause:是否暂停
        """
        self.image = self.images[1 if is_pause else 0]

class Label(pygame.sprite.Sprite):
    """文本标签精灵"""
    font_path = "./res/font/MarkerFelt.ttc"

    def __init__(self, text, size, color, *groups):
        """初始化方法
        :param text:文本内容
        :param size:字体大小
        :param color:字体颜色
        :param groups:要添加到的精灵组
        """
        #调用父类方法实现精灵的创建
        super().__init__(*groups)

        self.font = pygame.font.Font(self.font_path, size)
        self.color = color
        self.image = self.font.render(text, True, self.color)
        self.rect = self.image.get_rect()

    def set_text(self,text):
        """设置文本，使用指定的文本重新渲染 image,并更新 rect
        :param text:文本内容
        """
        self.image = self.font.render(text, True, self.color)
        self.rect = self.image.get_rect()

class Plane(GameSprite):
    """飞机类"""
    def __init__(self, hp, speed, value, wav_name,
                 normal_names, hurt_name, destroy_names, *groups):

        super().__init__(normal_names[0],speed,*groups)
        #飞机属性
        self.hp = hp
        self.max_hp = hp
        self.value = value
        self.wav_name = wav_name
        #图像属性
        #正常图像列表及索引
        self.normal_images = [pygame.image.load(self.res_path + name) for name in normal_names]
        self.normal_index = 0
        #受伤图像
        self.hurt_image = pygame.image.load(self.res_path + hurt_name)
        #被摧毁图像列表及索引
        self.destroy_images = [pygame.image.load(self.res_path + name) for name in destroy_names]
        self.destroy_index = 0

    def reset_plane(self):
        """重置飞机"""
        self.hp = self.max_hp
        self.normal_index = 0
        self.destroy_index = 0
        self.image = self.normal_images[0]

    def fire(self,display_group):
        groups = (self.bullets_groups,display_group)
        for i in range(3):
            bullet1 = Bullet(self.bullets_kind,*groups)
            y = self.rect.y - i *15
            if self.bullets_kind == 0:
                bullet1.rect.midbottom = (self.rect.centerx,y)
            else:
                bullet1.rect.midbottom = (self.rect.centerx - 20,y)
                bullet2 = Bullet(self.bullets_kind,*groups)
                bullet2.rect.midbottom = (self.rect.centerx +20,y)

    def update(self, *args):
        if not args[0]:
            return 
        if self.hp == self.max_hp:
            self.image = self.normal_images[self.normal_index]
            count = len(self.normal_images)
            self.normal_index = (self.normal_index + 1) % count
        elif self.hp > 0:
            self.image = self.hurt_image
        else:
            if self.destroy_index < len(self.destroy_images):
                self.image = self.destroy_images[self.destroy_index]
                self.destroy_index += 1
            else:
                self.reset_plane()

class Enemy(Plane):
    def __init__(self, kind, max_speed, *groups):
        self.kind = kind
        self.max_speed = max_speed
        if kind == 0:
            super().__init__(1,1,1000,"enemy1_down.wav",
                            ["enemy1.png"],
                            "enemy1.png",
                            ["enemy1_down%d.png" % i for i in range(1,5)],
                            *groups)
        elif kind == 1:
            super().__init__(6,1,6000,"enemy2_down.wav",
                            ["enemy2.png"],
                            "enemy2_hit.png",
                            ["enemy2_down%d.png" % i for i in range(1,5)],
                            *groups)
        else:
            super().__init__(15,1,15000,"enemy3_down.wav",
                            ["enemy3.png","enemy3_n2.png"],
                            "enemy3_hit.png",
                            ["enemy3_down%d.png" % i for i in range(1,7)],
                            *groups)
        self.reset_plane()
    def reset_plane(self):
        """重置飞机"""
        super().reset_plane()
        x = random.randint(0,SCREEN_RECT.w - self.rect.w)
        y = random.randint(0,SCREEN_RECT.h - self.rect.h) - SCREEN_RECT.h
        self.rect.topleft = (x,y)
        self.speed = random.randint(1,self.max_speed)

    def update(self, *args):
        """更新图像和位置"""
        super().update(*args)
        if self.hp > 0:
            self.rect.y += self.speed
        if self.rect.y >= SCREEN_RECT.h:
            self.reset_plane()

class Hero(Plane):
    """英雄类"""

    def __init__(self,*groups):
        super().__init__(1000,5,0,"me_down.wav",
                        ["me%d.png" % i for i in range(1,3)],
                        "me1.png",
                        ["me_destroy_%d.png" % i for i in range(1,5)],
                        *groups)
        self.is_power = False
        self.bomb_count = HERO_BOMB_COUNT
        self.bullets_kind = 0
        self.bullets_group = pygame.sprite.Group()
        #初始位置
        self.rect.midbottom = HERO_DEFAULT_MID_BOTTOM
        pygame.time.set_timer(HERO_FIRE_EVENT,200)

    def update(self, *args):
        super().update(*args)
        if len(args)!= 3 or self.hp <= 0:
            return
        self.rect.x += args[1]*self.speed
        self.rect.y += args[2]*self.speed

        self.rect.x = 0 if self.rect.x < 0 else self.rect.x
        if self.rect.right > SCREEN_RECT.right:
            self.rect.right = SCREEN_RECT.right
        self.rect.y = 0 if self.rect.y < 0 else self.rect.y
        if self.rect.bottom > SCREEN_RECT.bottom:
            self.rect.bottom = SCREEN_RECT.bottom

    def blowup(self,enemies_group):
        if self.bomb_count <= 0 or self.hp <= 0:
            return 0
        self.bomb_count -=1
        score = 0
        count = 0
        for enemy in enemies_group.sprites():
            if enemy.rect.bottom > 0:
                score += enemy.value
                count += 1
                enemy.hp = 0
        print("炸毁了 %d 架敌机，得分 %d" % (count,score))
        return score

    def reset_plane(self):
        super().reset_plane()
        self.is_power = True
        self.bomb_count = HERO_BOMB_COUNT
        self.bullets_kind = 0
        pygame.event.post(pygame.event.Event(HERO_DEAD_EVENT))
        pygame.time.set_timer(HERO_POWER_OFF_EVENT,3000)

    def fire(self,display_group):
        groups = (self.bullets_group,display_group)
        for i in range(3):
            bullet1 = Bullet(self.bullets_kind,*groups)
            y = self.rect.y - i*15
            if self.bullets_kind == 0:
                bullet1.rect.midbottom = (self.rect.centerx,y)
            else:
                bullet1.rect.midbottom = (self.rect.centerx - 20,y)
                bullet2 = Bullet(self.bullets_kind,*groups)
                bullet2.rect.midbottom = (self.rect.centerx + 20,y)

class Bullet(GameSprite):
    def __init__(self, kind, *groups):
        image_name = "bullet1.png" if kind == 0 else "bullet2.png"
        super().__init__(image_name, -12, *groups)
        self.damage = 1
    def update(self, *args):
        super().update(*args)
        if self.rect.bottom < 0:
            self.kill()

class Supply(GameSprite):
    def __init__(self,kind, *groups):
        image_name = "%s_supply.png" % ("bomb" if kind == 0 else "bullet")
        super().__init__(image_name,5, *groups)
        self.kind = kind
        self.wav_name = "get_%s.wav" % ("bomb" if kind == 0 else "bullet")
        self.rect.y = SCREEN_RECT.h

    def throw_supply(self):
        self.rect.bottom = 0
        self.rect.x = random.randint(0,SCREEN_RECT.w - self.rect.w)
    def update(self, *args):
        if self.rect.h>SCREEN_RECT.h:
            return
        super().update(*args) 